Showing posts with label Fantasy Fridays. Show all posts
Showing posts with label Fantasy Fridays. Show all posts

Friday, October 31, 2025

Urban Fantasy Fridays: WitchCraft RPG & Unisystem

C. J. Carella's WitchCraft RPG (Eden Studios)

 It is Halloween! The best day of the year. For that, I want to share one of my all-time favorite Urban Fantasy Horror RPGs.

C. J. Carella's WitchCraft RPG

WitchCraft is, hands down, my favorite game.  Period.  Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979.  Everything I ever wanted in a game was right there. Everything.

WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it.  Granted, a lot was going on in 1999/2000, both gaming-wise and personally, that may have added to this effect; it was an effect all the same.

Back in 1999, I was really burned out on AD&D. I was working on my own Witch netbook and reading various games when someone, I forget where, must have been the old RAVENLOFT-L that TSR/WotC used to run, told me I really needed to check out WitchCraft.  At first, I balked.  I had tried Vampire a couple of years ago and found I didn't like it (and I was very much out of my vampire phase then), but I was coming home from work and my FLGS was on the way, so I popped in and picked up a copy.  This must have been the early spring of 2000.

I can recall sitting in my office reading this book over and over. Everything was so new again, so different.  This was the world I had been trying, in vain, to create for D&D, but never could.  The characters in this book were also all witches, something that pleased me to no end; it was more than just that.  Plus, look at that fantastic cover art by George Vasilakos. That is one of my favorite, if not my most favorite, covers for a game book. I have it hanging in my game room now.

WitchCraft uses what is now called the "Classic" Unisystem system.  So there are 6 basic attributes, some secondary attributes (derived), skills, qualities, and drawbacks.  Skills and attributes can be mixed and matched to suit a particular need.

WitchCraft uses a Point-Buy Metaphysics magic system, unlike Ghosts of Albion's levels of magic and spells system. Think of each magical effect as a skill that must be learned, and you have to learn easier skills before the harder ones first. In D&D, for example, it is possible to learn Fireball without having previously learned Produce Flame.  In WitchCraft, you could not do that.  WitchCraft, though, is not about throwing around "vulgar magics".  WitchCraft is a survival game where the Gifted protect humanity from all sorts of nasty things, from forgotten Pagan gods, to demons, fallen angels, and the Mad Gods; Cthulhoid-like horrors from beyond.  WitchCraft takes nearly everything from horror and puts it all together, and makes it work.

C. J. Carella's WitchCraft RPG (Myrmidon Press)
The Eden Studios version was the Second Edition, I was later to find out.  The first one was from Myrmidon Press. I manged to find a copy of that one too and it was like reading the same book, from an alternate universe.  I prefer the Eden Edition far more for a number of reasons, but I am still happy to have both editions.

The first edition (from Myrmidon Press) is like an alternate-universe echo of the later Eden Studios release. I own both, but Eden’s version is definitive. It’s cleaner, more playable, and it feels like the book C. J. Carella meant to write.

The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games.  The world is like ours, but there are dark secrets, magic is real, and monsters are real. You know the drill.  But WitchCraft is different.  There is a Reckoning coming, everyone feels it, but no one knows what it is.  Characters then assume the roles of various magic-using humans, supernatural beings, or even mundane individuals, and they fight against the threats.  Another conceit of the game (and one I use a lot) is that supernatural occurrences are greater now than ever before.  Something's coming...  (dogs and cats living together, mass hysteria).

It is most often compared to World of Darkness, but there are aspects of WitchCraft that I prefer.  Unlike (old) Mage there is no war between the (good) Mages and the (evil) Technocracy.  There is a war certainly, but nothing so cut and dry.  Unlike the new Mage, there are rarely clean divisions between the factions.  Yes, yes Mage players, I am being overly simple, but that is the point, on the simple levels new Mage dives everything into 5 because that is how the designers want it.  There are factions (Associations) and different metaphysics for each, but they also overlap, and sometimes no clear and defined lines are to be found or established.  It feels very organic.

In my opinion, C. J. Carella may be one of the best game designers out there.  WitchCraft is a magnum opus that few achieve.  I took that game and I ran with it.  For 2000 - 2003, it was my game of choice above and beyond anything.  The Buffy RPG, built on the Cinematic Unisystem, took over till I wrote Ghosts of Albion, which also uses the Cinematic Unisystem.  I mix and match the systems as I need, but WitchCraft is still my favorite.

WitchCraftRPG

WitchCraft, in fact, is what got me into professional game design.

Back in the Spring/Summer of 2001, I started up a new game.  I had just purchased the WitchCraft RPG book about 16 months prior, and I was looking for something new.  That something came to me in the guise of Willow and Tara.  I had been watching Buffy for a bit, and I really enjoyed the character of Willow.  When she got together with fellow witch Tara, I thought they were perfect.  I had become very involved in the online Willow/Tara fandom, so I created a game, focusing on just them.

The game would focus on just these two, no one else from the show (which I would soon become an ex-fan of, but that is a different story).  Plus it gave me something to try out in a modern setting, something I have not done since my early days with the Chill RPG.

The trickiest part of developing game stats of any fictional character that belongs to someone else is knowing how to strike a balance between the game's rules and the fictional portrayal. A lot of "artisitc" license needs to be used in order to get a good fit. For example, how do you determine what some one's strength is when there is little to no on screen evidence? What spells would the girls have?

In the end, I decided to play it a little loose, but I love where their stats ended up.  In many ways, this is who Willow and Tara are to me, not the characters on TV or in comics, but the ones who were my characters since that day back in May 2001, when I decided they needed their own chance to shine.

After this, I worked on the Buffy the Vampire Slayer RPG.  It should be no surprise then that the Willow and Tara stats that appear there are not that much different than my own.  I can be pretty vocal in play tests.  That got me the chance to write the Ghosts of Albion RPG. This also allowed me to meet, work with and remain friends with Christopher Golden and Amber Benson.

WitchCraft paved the way for so many other games for me, not just in terms of playing but in writing.  If it were not for WitchCraft, then we would not have had Buffy, Angel, or Army of Darkness. Conspiracy X would have remained in its original system. There would be no Terra Primate or All Flesh Must Be Eaten, and certainly there would be no Ghosts of Albion.  This game means that much to me.

But you don't have to take my word for it, Eden Studios will let you have it, sans some art, for free.

Download it.  If you have never played anything else other than D&D then you OWE it yourself to try this game out.

My thing is I wish it was more popular than it is.  I love the game. If I was told I could only play one game for the rest of my life then WitchCraft would be in my top 3 or 2 choices.

Larina Nichols for WitchCraftRPG

Like Willow and Tara, I consider the WitchCraft version of Larina to be the "main" or even "true" one. Not a shock. I was reading the WitchCraftRPG after completing my first publication, "Complete Netbook of Witches & Warlocks," which featured a six-year-old Larina learning she would become a witch.  

Later on, I played her in an online game where she went to Scotland, got married, got divorced, and moved back. In fact, it was her "return to America" stage of her life that I tried to capture with the Buffy the Vampire Slayer RPG. It was here that her "modern age" counterpart had made contact with her "fantasy age", aka D&D counterpart. 

Larina Nichols for WitchCraftRPG
Larina "Nix" Nichols

Wicce Seeker of Knowledge Gifted
Age: 30 (circa 2000/2001), Ht: 5'4", Hair: Red, Eyes: Blue

Attributes: Str 2 Dex 3 Con 3 Int 5 Per 5 Wil 6*

Life Points:  33
Endurance: 29 (27)
Speed: 12/6

Essence Pool: 76
Channeling Level: 10

Survival: 10
Lifting Capacity: 100 lbs

Qualities & Drawbacks

Gifted (+5), Attractive (+2), Essence Channeling (+5),  Hard to Kill (+1), Increased Essence Pool (+8), Nerves of Steel, Old Soul* (+3), Resources (+1), Emotional Dependency: Fear of Rejection (-1), Honorable (-2), Recurring Nightmares (-1), Obsession Magic (-2)

Skills

Cooking (1), Craft, Simple Crafts (2), Driving, Car (2), Humanities, History (2), Humanities, Religion (2), Humanities, Wicce Theology (2), Humanities, Psychology (1), Language, Latin (4), Language, Greek (3), Language Italian (3), Language, Gaelic (2), Magic Bolt (3), Magic Theory (3), Myth and Legend, Celtic (2), Myth and Legend, Greek (2), Folk Magic (4), Occult Knowledge (2), Play Instrument, Clarinet (2), Research (3), Rituals, Wicce (2), Singing (1), Survival, Urban (3), Trance (2)

Metaphysics/Powers

Affect the Psyche (Influence Emotion, 2), Blessing (Good Luck, 2; Protection, 2), Create Ward (2), Flame (2), Insight, One with the Land (1), Perceive True Nature (2), Protection vs. Magic (3), Soul Projection (4), Soul Fire (3), Sending (1)

Weapons

Knife d4x2
Baseball bat d8x2 / d8x3 (two handed)

Possessions: Books on magic, spell components, crystal ball, laptop computer (Mac PowerBook G3 "Lombard"), 1998 Volkswagen Beetle. 

As with Chill, this is not a starting character. I have said it already, but I consider this to be the "Prime" modern Larina, that is, until I wrote NIGHT SHIFT. I use the Old Soul quality not only to have her connect to past lives, but also to her "alternate lives." This would include her D&D and Mage versions. This is what allows her to exceed the human limit of 5 in Willpower. 

Larina modern mini

Larina's Timeline

Since this is the last post in this particular series, I decided to look back on the lifespan development campaign idea. 

There are certainly more games I could use to fill in some more. Even if I never play all these games, using them is a better solution than a huge backstory. It gives you the chance to build that backstory. 

WitchCraft as a D&D Replacement

I have talked about this one as much this month, even if it is a central feature of my Fantasy Fridays. But the WitchCraftRPG can be used as a replacement for D&D. Eden even published a book for it, Dungeons & Zombies. Overtly for the All Flesh Must Be Eaten RPG.

Witches & Dungeons & Zombies

It is no surprise then that Dungeons & Zombies comes from Jason Vey. Vey and I would later take all that we knew from WitchCraft, AFMBE, and Buffy and Ghosts, and design NIGHT SHIFT.

NIGHT SHIFT and WitchCraftRPG


I even ran the Ravenloft I6 adventure using WitchCraft. It was fantastic.

Final Thoughts

Revisiting WitchCraft after Mage: The Ascension 20th Anniversary Edition feels like returning to the root system after tracing the branches. Mage is about transcendence, belief shaping reality. WitchCraft is about endurance, belief surviving reality.

In Mage, Larina questions the structure of the cosmos; in WitchCraft, she defends it. Both games explore the same axis of power and consequence, but WitchCraft speaks to something older and more intimate: the soul’s stubborn refusal to go quietly.

Twenty-five years later, WitchCraft still reads like a love letter to the people who look at the dark and light a candle anyway. It’s hopeful without being naïve, mystical without losing its humanity.

When I flip through those pages now, I can still feel that same spark from 1999. The moment I realized that “urban fantasy” wasn’t just a genre; it was a worldview, and it was where I wanted to spend my gaming days and nights.

And Larina’s still there, at her desk, cup of tea beside a stack of grimoires, scrolling through student papers by day and summoning protective circles by night. The Reckoning may come, or it may not, but she’ll be ready either way.

Links


Friday, October 24, 2025

Urban Fantasy Fridays: Mage The Ascension, 20th Anniversary Edition

Mage: The Ascension, 20th Anniversary Edition
 I will admit, I love Mage. I love all versions of it, to be honest.

While I never really got into the original World of Darkness when it was all the rage, I did have Vampire: The Masquerade, and I recognized why and how it was good. Still, at the time, I had also just discovered WitchCraftRPG (next week!), so that was the game I had chosen to scratch my Modern-Supernatural itches.

I remember picking up a copy of Vampire the Masquerade back in the early 90s and thinking it looked interesting, but nothing I was going to play really.  Though my thought did go to moving the whole thing over to Ravenloft.  It wasn't until I had moved to Chicago to work on my Ph.D. that I found Mage.  

The ground floor of the commuter train station had a bookstore in it.  One of the pure joys of my daily commute. I picked up a copy of Mage: The Ascension (Revised) and thought that it was fantastic.  While I would ultimately stick with WitchCraft, Mage continued to have a fascination for me. Moving back and forth between the systems, I ultimately landed on the idea that a "Mage" was an evolved form of a "Witch."  I did some refinements, mostly after Mage the Awakening was released, so eventually came to the idea of an "Imbolc Mage," the term borrowed from a friend who wrote about "Ascended witches."  IT worked for me.  Even in my D&D 3.0 days, an Imbolc Mage was a witch prestige class. Even today I have a Mystic Class Starship kitbash called "The Imbolc Mage."  

Though I did really like Mage. A lot. I really like Sorcerer's Crusade; it was a cool idea and much more interesting to me than Mage: The Ascension at first.  That led me to Sorcerer: The Hedge Wizard's Handbook, which is not part of Sorcerer's Crusade, but part of modern Mage.  But I am glad I made that mistake, since I really liked this book, and it made me look again at the World of Darkness.

While Mage: The Ascension grabbed my attention, it was Mage: The Awakening that I created more material for.  I soon figured out why: it felt very similar to WitchCraft.  I wanted to do something that took the best aspects, or more to the point my favorite aspects, of both games and use them together.  I grabbed the Mage Translation Guide with great glee, but I never really did anything with it.  With the release of Mage: The Ascension 20th Anniversary Edition (and its nearly 700 pages), I just dropped all the work I was doing with Mage: The Awakening. 

Mage: The Ascension 20th Anniversary Edition

The 20th Anniversary Edition of Mage: The Ascension is a massive, beautifully crafted tome that brings every prior vision of the game into focus. It’s not just a revision of the rules; it’s a celebration of what Mage has always been: the meeting of philosophy and passion, of science and sorcery, of power and the price of using it. 

It’s also the most “complete” version of Mage ever written. M20 doesn’t erase the differences between editions; it embraces them. The Traditions feel ancient and mythic again, the Technocracy has teeth and ideology, and even the Marauders and Nephandi have more depth than ever before, a LOT more depth. The lore isn’t presented as dogma but as perspective, filtered through the unreliable narrators who populate the Ascension War. This is hit home time and time again. Reality is what you make it. 

Reading it feels like walking through every era of the game’s evolution: the raw wonder of 1st Edition, the sleek paranoia of Revised (my previous favorite), the fiery metaphysics of Awakening, all of it bound together by the idea that belief shapes reality. If you’ve ever argued about whether magic is real, or what truth even means, M20 will make you feel like those questions matter again.

Plus the physical book is just so damn attractive.

Magic, Philosophy, and Price

What I’ve always loved about Mage, especially the 20th Anniversary Edition, is that it treats magic as both metaphor and mechanism. Every paradigm is true, and none of them are. The more you understand, the more dangerous it becomes to believe in only one truth.

That’s why Larina fits here so naturally. In earlier games, she learned that magic has limits. In Mage, she learns that those limits are hers.

The system itself still shines. M20’s rules strike a balance between the freeform wonder of 1st Edition and the structured precision of Revised. The magic system remains one of my favorites of any RPG ever written, not because it’s powerful but because it demands creativity and consequence. Every effect has a cost, every belief has friction, and paradox is always waiting for the arrogant.

This is where Mage transcends its own mechanics. It’s not just about bending the universe; it’s about how much of yourself you’re willing to give up to make that change. Every roll feels like a wager between your vision and the world’s resistance. It’s a game of philosophy disguised as spellcraft, where your paradigm defines not only your powers but your purpose.

In that way, it’s the most dangerous kind of fantasy: the kind that makes you ask, What if I’m the one who’s asleep?

Mage books

The Mature Stage of the Lifespan Campaign

If Little Fears represents childhood beliefs, Monsterhearts embodies teenage Sturm und Drang, and Chill signifies early adulthood resilience, then Mage is mid-life transcendence.

By the time a character reaches Mage, the world has stopped being mysterious because they have seen too much of it. They’ve fought the Unknown, lost friends, made mistakes, and realized that survival is only the beginning. Mage is what happens when you stop reacting to horror and start defining reality for yourself.

For Larina, this is the phase where the witch becomes the magus. She’s no longer the frightened girl with ghosts in her room or the grad student who stumbled into S.A.V.E. She’s a woman in her mid-40s who has survived every shadow the multiverse could throw at her, and learned that power without wisdom is just another kind of curse.

Her story at this stage isn’t about discovery; it’s about integration. Every past incarnation, every spell, every trauma, they all thread together into something greater. The act of Ascension isn’t about escaping mortality; it’s about embracing it as sacred.

Like the rules, I want to integrate all the disparate threads of her life here. 

Larina Nichols in Mage: The Ascension 20th Anniversary Edition (2015)

By 2000 or so, Larina had returned to the States and lived quietly in Chicago. She teaches folklore and comparative mythology at a small liberal arts college, but that’s just the daylight cover. At night, she works as an independent consultant for the Traditions, specifically the Verbena, though she maintains uneasy friendships among the Dreamspeakers and Hollow Ones.

In the context of my Lifespan Campaign, this is Larina’s middle-age chapter, the reckoning after experience, when all her past choices catch up to her. The ghosts from Little Fears, the stress of Monsterhearts, the agents of S.A.V.E. from Chill, even fragments of her other lives like Lowis from Dark Ages, they all echo here.

Mage lets me weave those threads together into something coherent. Maybe those different incarnations were just past lives of the same soul, or echoes across parallel worlds. In Mage, that kind of metaphysical bleed makes sense. It’s one of the only games where her story could become mythic without losing its human edge.

At 45 (2015 in this build), Larina is a seasoned practitioner who has seen the price of awakening. She knows that every act of will leaves ripples in the world. She teaches her students that folklore endures because it speaks to something real, and when she’s alone, she can still hear the faint hum of the Tapestry, like a heartbeat under the world.

She’s part scholar, part witch, part weary survivor. The Ascension War has become quieter, now fought through memes, corporate sponsorships, and disinformation rather than fireballs and paradox spirits. Larina has learned that the Technocracy doesn’t always need to win; reality often fights their battles for them.

But she keeps the candle burning anyway.

Her focus remains rooted in belief: the Old Faith, the Goddess, the sacred cycles of life and death, but expanded now to the Universal and Multi-versal scale. She has studied Hermetic theory and understands the language of the Ethers, yet she still draws her strength from the soil, the stars, and the blood that ties them together. In M20 terms, she is a Verbena, a witch who believes in creation’s divinity but refuses to kneel to any monotheistic god.

She works minor wonders through old rites: candle flame, herbs, whispered prayers, moonlight on water, spreads of her well-worn tarot cards. Her paradigm has grown sophisticated; witchcraft, psychology, and spirit all merge into her personal practice. Where she once used spells, she now shapes Correspondences.

Her Avatar is older now, too, no longer the reckless maiden or disappointed wife, but a patient, keen-eyed woman who sometimes calls herself the Lady of Crossroads. 

Larina "Nix" Nichols circa 2015
Larina "Nix" Nichols

Chronicle: The New Millennium

Nature: Questing
Demeanor: Traditionalist
Essence: Visionary

Affiliation: The Traditions
Sect: Verbena
Concept: Mystic

Attributes 

Physical
Strength ••, Dexterity ••, Stamina •••

Social
Charisma •••, Manipulation ••, Appearance ••••

Mental
Perception ••••, Intelligence ••••, Wits •••

Abilities

Talents
Alertness ••, Art •, Awareness •••, Empathy ••, Expression •, Streetwise •

Skills
Crafts •, Drive ••, Etiquette •, Research •••, Survival •••, Technology •

Knowledges
Academics ••••, Cosmology ••, Enigmas ••, Esoterica •, Investigation •, Medicine •, Occult ••••, Science •

Spheres

Correspondence ••
Entropy 0
Forces •••

Life •••
Matter •
Mind ••••

Prime •
Spirit •••
Time ••

Advantages

Backgrounds
Allies ••
Avatar •••••
Dream •
Library ••••
Past Lives •••
Wonder •

Other Traits
High Ritual ••••
Seduction ••
Area Knowledge ••

Arete ••••• ••

Willpower ••••• ••

Quintessence xxxxx

Rotes
Talons (••• Life, • Prime or • Matter)
Far Speak (•• Mind, •• Spirit)
Astral Projection (••••Mind, • Spirit)
Past Life (•• Correspondence, •• Spirit)

Focus
Paradigm: Creation is Divine and Alive
Practices: Witchcraft
Instruments: Books, ritual tools, tarot

Wonder
Athame

Merits & Flaws
Languages (Celtic, Greek, Italian, Latin, Russian) 5, True Faith 2
Echoes -1

Age: 45, Apparent age: late 30s
Sex: Female
Ethnicity: White (Caucasian)
Hair: Red
Eye color: Blue
Height: 5'4"
Weight: 125 lbs
DOB: October 25, 1969

Equipment
2005 purple VW Beetle
2013 Macbook Pro (Core i7, 2.6 ghz, 13.3" screen, 256gb ssd, 8gb RAM), silver

Mage 20th Anniversary Edition

Notes: One thing I have not decided yet is whether or not this Larina has a 3-year-old daughter "Taryn" as her WitchCraftRPG counterpart would have at this point (Taryn born Dec 21, 2012, when the Meso-American calendar ran out.) I would like to think so, but I have not played this particular character to that point.

This is obviously not a starting character. I figured she began as a Mage character when I first discovered Mage (circa 1999) and she has had 15 years of experience since then. Granted, maybe she would be more powerful, but she had a lot going on in her life that was not Mage-related. 

I have always played my Mage and WitchCraft versions as similar, but separate universes. This Larina may be the Larina that keeps the others connected to the whole cabal/coven of them all. Actually, I really like this idea. Maybe I should reach out to Phil Brucato, "That Mage Guy," and ask him how he would craft such a character. 

Final Thoughts

Mage: The Ascension 20th Anniversary Edition isn’t just a rulebook. It’s a philosophy text disguised as a game manual, a challenge to imagine what reality could be if you dared to believe differently. It captures everything I love about urban fantasy, the collision of magic and modernity, of belief and disbelief, of hope against entropy.

For me, Mage represents the mature stage of the horror-fantasy journey. It’s not about surviving the darkness anymore. It’s about illuminating it, understanding it, and, if you’re brave enough, even becoming it.

Larina has learned that the Ascension War was never about gods or Technocrats. It was always about the soul’s struggle to stay awake.

And after all these years, she’s still standing at the crossroads, candle in hand, whispering to the night: "So mote it be."

Links


Friday, October 17, 2025

Urban Fantasy Fridays: Chill

The depth of my love for Chill knows no bounds.  

I am continuing to focus my Fantasy Fridays on Urban Fantasy and Horror. These will be more about accenting and supplementing your games with horror, and less on these games being a “D&D Replacement.”

And for me, no game sits more firmly in that sweet spot of horror and urban fantasy than Chill.

Chill was my first RPG after D&D, and it has stayed with me ever since. I still remember flipping through the Pacesetter box and realizing this game wasn’t about dungeons or dragons, it was about the dark places just outside your door. It’s a game about the things you whisper about, the shadows you hope never notice you, and the brave (or foolish) people who stand up to fight them.

The Core of Chill

Across its three editions, the spirit of the game has remained intact. The secret society of SAVE, the Societas Argenti Viae Eternitata, provides players with an immediate reason to join the fight against the supernatural. The Unknown itself is the real adversary, a collection of folklore and fear that resists easy definition. Unlike Call of Cthulhu, Chill does not end with despair. Unlike World of Darkness, it does not try to make the monsters alluring. Most importantly, it doesn’t require the “epic heroics” of D&D or Pathfinder. The Unknown is terrifying and often lethal, but it can be fought.

The tone of play always reminded me more of Kolchak: The Night Stalker than Lovecraft. Later, when shows like X-Files, Buffy the Vampire Slayer, and Supernatural came along, they felt like they could have been written as Chill campaigns. It is a game about mysteries and folklore, about investigating hauntings and cryptids, and about facing the terrors that slip into our world when no one else will. The monsters are not just stat blocks to be defeated; they are creatures that feel like they have stepped out of legend and into your story. More importantly, each monster was special. Even when it was just a "monster of the week" it still meant something. From vampires and Wendigos to Elizabeth Bathory herself, the creatures of Chill are more than just stat blocks. They feel like they crawled out of real-world legends and onto your gaming table. 

Chill 2nd Edition
What You Can Do With Chill

Chill is wonderfully adaptable. I have used it to run Buffy-style adventures before there was a Buffy RPG, Kolchak investigations, and even material that began in Ghosts of Albion. It thrives in the modern day, but it also works in Victorian gaslight, or the occult revival of the 1970s with its bell-bottoms and Ouija boards. The mechanics are approachable and lean toward story, so it is a natural fit for short Halloween one-shots as well as longer campaigns.

One of the joys of Chill for me has been bringing recurring characters into it. I have created versions of many of my characters for many systems, but Chill has always felt like one of the most natural homes for them. Characters in Chill are ordinary people thrust into extraordinary danger, and that is exactly the kind of story I have always enjoyed doing.

Why Chill Stands Out

What makes Chill endure is the way it carves out its own place among horror RPGs. Call of Cthulhu leans into inevitability and madness. World of Darkness often leans into seduction and corruption. Dungeons & Dragons calls for epic heroics and high fantasy. Chill stands apart. It is a game about people who could be your neighbors, co-workers, or friends, suddenly forced to confront the shadows that lurk behind familiar walls. Victories are rare, but when they come, they feel earned. That balance of fear and fight is what keeps me coming back. 

It gives you ordinary people with extraordinary courage, standing in the dark with nothing but a flashlight, some folklore, and the hope they can survive until dawn.

Chill is available in both the 2nd Edition and 3rd Edition rules.  The mechanical differences are minor. Chill 3rd Edition is a bit better organized and presented. 

Chil 1st, 2nd and 3rd Editions

The Early-Middle Years Campaign

If Little Fears is a childhood belief made into rules, then Chill feels like the story of what happens when those childhood terrors never really go away. It is a game for the middle years of life, when you are old enough to understand that monsters should not be real, yet still young enough to feel the raw shock when you discover they are.

In this sense, Chill is the perfect start to a “middle chapter” of a larger horror Lifespan Campaign. Dark Places & Demogorgons can cover the later childhood and early teen years. Monsterhearts or Buffy can cover the chaos of all the teenage years, but Chill is where the players step into early adulthood. Bills need paying, jobs need doing, but there are still nights when something crawls out of the dark, and it is up to you to stop it. Adulthood in Chill is defined not by power or responsibility, but by resilience.

Characters are rarely specialists or superheroes; they are people in over their heads who choose to fight back anyway. That resilience is what makes victories against the Unknown so satisfying. Chill is about holding on to courage, even when everything around you insists you should not. 

A starting Chill character is a fragile thing, but it is assumed they have what it takes to survive. 

Larina Macalister, nee Nichols, for Chill

So we have been moving through the years. In this, I am opting for the Chill 2nd Edition timeline, circa 1992. Larina is 22 years old. She has been living in Scotland for a couple of years now. She was an exchange student from the University of Chicago to St. Andrews University. She graduated with a degree in library sciences and early medieval history. She is currently a GA at St. Andrews. While here, she met, fell in love with, and married Eric Macalister. An Irish ex-pat living in Scotland. She later learns he is on the run because he is a former IRA sharphooter. I had watched Patriot Games when I came up with all of this in the late 1990s. In fact, this setup is all based on a WitchCraftRPG game I played with her. At the time, I worked out conversions in Excel for Chill, WitchCraft, and AD&D. These Chill stats are some of the oldest I have shared.

Larina for Chill over the ages

While I am basing all this background on Chill 2nd Ed, I am going to present her newer Chill 3rd Edition stats below. 

This Larina is fresh out of her undergrad days and working on her MA. She married, but life is not all marital bliss (she will be divorced and back in America by the time she is 25). She works with her friend Prof. Scot Elders and his wife, and her best friend Heather.  At some point, Larina learns that Elders worked for S.A.V.E. She is brought in, but she isn't trusted since her training in "The Art" has been haphazard and largely self-taught since she was 13. 

S.A.V.E. wants to evaluate her, but they had their own troubles in the early 1990s. 

Larina Macalister
22 years old, American citizen (married to an Irish citizen) living in Scotland on a student visa.

Larina Macalister, nee Nichols for Chill 2nd Edition
Larina in 1992.

Attributes

Agility AGL: 60
Strength STR: 50  (Injury: __)
Stamina STA: 55

Focus FOC: 80
Personality PSY: 70
Willpower WRP: 75   (Trauma: __)

Dexterity DEX:  60
Perception PCN: 80
Reflexes REF: 70

Sensing the Unknown STU: 40

Skills (Specializations)

Movement 30
Prowess 25
Close Quarters Combat 25

Research 40, Academics (E+30), Occult (E+30)
Communication Empathy (E+30), Deception (B+15)
Interview 38 Academic (E+30), Counselor (B+15)

Fieldcraft 30
Investigation 40 Relics (B+15)
Ranged Weapons 35

The Art

Communicative (PSY)
  Attunement: Follow the Strings
  - Telepathic Empathy (B)

Incorporeal
  Attunement: Eyes of the Dead

Kinetic (DEX)
  Attunement: Schematic
  - Hidden Hand (E)

Protective (FOC)
  Attunement: Disrupt
  - Blessing (B)
  - Line of Defense (B)

Sensing
  Attunement: Third Eye
  - Clairvoyant (B)

Edges and Drawbacks

Attractive 1, Highly Attuned 1, Pet (cat) 2
Hunted (Shadow Girl) -2, Marked -1, Reluctant to Harm -2

Drive To understand The Art and The Unknown

History

1975: Visited by ghosts and other spirits (gains Incorporeal ART)
1983: Develops Kinetic and Sensing Arts
1989: Travels to Scotland
1990: Recruited by S.A.V.E., same year married Eric Macalister
1991: Begins MA program at St. Andrews.

--

New to 3rd Edition are Focus and Reflexes. Also, Luck is now gone.

Her stats are pretty high for a starting character, but not high if you consider the Lifespan Campaign. She was seeing ghosts at 5 or 6, had control of various Arts by age 13. Because of this, she is largely self-taught. Her magical aptitude is a mile wide, but only inches deep at this point. 

I am bringing back the Shadow Girl, who, she had forgotten, from Little Fears. Maybe this creature is Larina's Never Was? And something happened in either DP&D or Monsterhearts that has caused her to decide she can use her Art to harm anyone. She hurt someone and has not gotten over it. 

Herein lies the most significant issue surrounding the Lifespan Campaign: moving characters and their abilities/powers from one game to the next. It can be done, but it is a challenge. Or, more to the point, a challenge to do it and not break some of the fundamental tenets of the game. Larina above should almost be a threat to S.A.V.E., not a consultant. Part of this balance also influences the narrative structure. What is real for that game world? You have to strip all that out and build your own world where the games fit.

Final Thoughts

Chill is not just another horror RPG for me. It was my first real step beyond D&D, my second RPG ever, and the one that showed me roleplaying games could be more than fantasy adventures. They could be mysteries, ghost stories, and urban legends made real.

Whether I’m reading the battered Pacesetter books, the sleek Mayfair volumes, or the modern 3rd edition, the heart of Chill never changes: ordinary people, extraordinary courage, and the eternal struggle against the Unknown.

For all the years and all the editions, that is why Chill remains one of my all-time favorites.

Links

Friday, October 10, 2025

Urban Fantasy Fridays: Monsterhearts

Urban Fantasy Fridays: Monsterhearts
Last week, with Little Fears, we explored childhood monsters. Now this week I want to explore the most horrifying years of all. High School.

Granted I have a lot of games that do this and do this well. Perhaps one of the best urban fantasy / Horror games about high school is the Buffy the Vampire Slayer RPG. BUT I want to cover Buffy when I do Unisystem later on this month. 

Of course, another fantastic example is Dark Places & Demogorgons, a game I have covered often. The biggest reason not to cover it today is that I have said so much about it. 

This leaves one game that fits as well as those two AND it takes such a different approach that I have to try it out. Monsterhearts.

Monsterhearts

Monsterhearts 2 by Avery Alder is one of those games that doesn’t just sit on your shelf, it stares at you. It dares you to pick it up and think about all the messy, complicated, horny, terrifying stuff that made adolescence such a fever dream. Avery Alder’s game is firmly within the Powered by the Apocalypse family, utilizing those mechanics to push hard on narrative, relationships, and the dark hunger lurking within every teenager. I would go as far to say it is one of the best examples of a Powered by the Apocalypse game. Now, normally, I am not a huge fan of the Apocalypse system, but here it works so very well. 

The pitch is simple: you play teenage monsters, or maybe monstrous teenagers, or just regular teenagers. Vampires, witches, werewolves, fae, the usual suspects, but this isn’t about killing things in the night. It’s about identity, sexuality, and the strange alchemy of desire and fear. The “Skins” (playbooks) are equal parts archetype and pressure cooker, designed to push your character into bad decisions that feel achingly real. You’re going to lash out, you’re going to want someone you shouldn’t, and you’re going to hurt the people closest to you. That’s the point. 

Monsters as metaphors for teenage life and feeling a little outside the norm. Not to lay it on too thick, but the monsters are metaphors, but...you actually are a monster. I think it is something everyone can relate to, I think. 

Mechanically, it is lean and mean. Strings (the currency of influence and emotional leverage) do a lot of the heavy lifting, ensuring every interaction has bite. Conditions, labels you can slap on characters, make the social world as dangerous as any dungeon. And the sex moves? Well, they’re here to remind you that intimacy is never neutral. It changes the fiction in a big way, sometimes empowering, sometimes wrecking you.

The base mechanic is simple: 2d6 + whatever mods (depending on the game), get higher than 10 for a success, or a 7-9 for something weird.

I did write-ups for Monsterhearts before, and I always wanted to do more. I just got around to it for various reasons. I played it at Gen Con many years ago and had a great time. It is not a game I get to play often, but each time is memorable. 

Larina "Creepy" Nichols at 16
Larina in 1986 and her experiment with bangs
Larina "Creepy" Nichols for Monsterhearts

Larina has gone from the strange little girl who sees ghosts in Little Fears, to the odd girl everyone nicknamed "Creepy" in Dark Places & Demogorgons, to the goth chick people are actually afraid of in Monsterhearts.  Gone are the ripped jeans and Misfits concert t-shirts, she is now in her full young Stevie Nicks meets Elvira stage. Heavy make-up, lots of rings, black everything. 

While there is no time period set for Monsterhearts in the rules, but I am going to set this one in 1986. This means I am going to not use the whole section on "Texting." Sure it is fun, but passing notes is better. 

The underlying tone of Monsterhearts is the queer experience (which I know practically nothing about); I do know the "outsider" experience, and the Satanic Panic helped that. Don't worry, I am not going to "straight-wash" this at all; that would go counter to the game's intended ethos and, honestly, just would not work as well. 

Skin: The Witch (obviously)

Look: Edgy but Attractive
Eyes: Are the brown? Are they blue? No one is sure.
Origin: Heard the call of the Goddess at six and taught by the ghost of her grandmother.

Backstory: Larina began seeing ghosts and other things when she was little. Now she can command some magic, but keeps it hidden because the more she uses it, the more she is also seen by those things.

Stats

Hot 1, Cold -1, Volatile -1, Dark 2 (seductive and spooky)

Sympathetic Tokens: 2 (Mortal and Fae) Tokens count as Strings.
Strings: 2  (Mortal and Fae), Infernal has a string on her.

Darkest Self

The time for subtlety and patience is over. You’re too powerful to put up with their garbage any longer. You hex anyone who slights you. All of your hexes have unexpected side effects, and are more effective than you are comfortable with. To escape your Darkest Self, you must offer peace to the one you have hurt the most.

Sex Move

After sex, you can take a Sympathetic Token from them. They know about it, and it’s cool.

Witch Moves

  • Hex Casting: Binding, Illusions (demonic visages)

  • Sanctuary

So, it's 1986. The Satanic Panic has come to her sleepy little midwestern college town and all eyes are on the girl everyone already suspects is out in the woods sacrificing animals and calling up demons for sex. When in truth she is typically at home in her attic room (she moved up there years ago) and listens to her dad's Yes albums. 

At 16, Larina is very confused about her sexuality. She has heard the joke a few too many times that college Wiccan groups are just lonely heart clubs for new lesbians and bisexuals, but she feels the need to conform somehow.  There is an older metalhead guy she has a crush on (The Mortal), and there is a girl with blonde hair she has been fantasizing about (The Fae); both seem to be mutual.  At the moment, she is still too scared to do anything with either of them, except for a couple of make-out sessions each. 

There is an Infernal foreign exchange student who keeps pursuing her, and Larina isn't sure how much longer she will be able to resist her charms, nor is she sure she really even wants to. The Infernal is based on a character my wife played in a game a while back. A girl named Sasha, who was really a Succubus.

Final Thoughts

I really enjoyed what Little Fears brought to the childhood experiences of characters, and I LOVE what Monsterhearts brings to the teen experiences. 

In reality, you could dual-stat every character you are playing in a teen/high school game. Say Buffy or DP&D and Monsterhearts. Use the more crunchy stats for things like fighting vampires and Monsterhearts for...doing other things with them. It would take a very experienced Game Master (Director and MC) with a very deft hand to do this, but it would be fun. 

Monsterhearts 2 isn’t for everyone. But for the right group, it’s raw and cathartic in a way few RPGs even attempt. It captures the horror of being young and not knowing who you are, except maybe something terrible. And that’s a story worth telling at the table.

Friday, October 3, 2025

Urban Fantasy Fridays: Little Fears

Little Fears: Nightmare Edition
It is October! You know what that means around here. For all of October, I am going to focus my "Fantasy Fridays" on Urban Fantasy and Horror. These will be more about accenting and supplementing your games with horror and less on these games being a "D&D Replacement."

Little Fears: Nightmare Edition

When was the last time you were really, really afraid? Most people would say childhood.  Little Fears is exactly about that.  Little Fears is a game of childhood fears.  The monsters are real; they hide in your closet and under your bed. The scary old lady down the street really is a hag. But don’t worry. You are protected by Belief, and items that seem mundane or meaningless to grown-ups can help you.   Little Fears is based on a simple system, as befitting its nature of school children fighting monsters that adults can’t see. 

Little Fears also has the notoriety of being one of three RPGs that one of my FLGS will not sell openly.  You can order it, but they don’t stock it.  I disagree, but I respect their choice.

Little Fears is a game of Childhood Horrors.  Simple enough.  As a father, I have been up many nights, sleepily fighting one bogeyman or another.  Thankfully, most bogeymen are terrified of my "huh? go back to sleep" speech cause I have never seen them.  But maybe once upon a time I did.  I am reminded of a Charmed episode where a little girl was being attacked by little bogey-like creatures, and the Charmed Ones, being adults, could not see them.  They had to cast a spell to be more childlike (with accompanying wackiness) to see the threat.  That was the hook I was going to use to get my group to play Little Fears one day.  Turn their characters into kids, and to keep them off guard, I was going to take their Unisystem sheets and give them Little Fears sheets instead, and then not tell them all the rules.  The Little Fears book makes a big issue about kids living in an adult world and not knowing or understanding the rules.  Frankly, I thought it was brilliant, but it never happened.

Little Fears plays like that.  Only more so.  Monsters are defined by the character's fear but also by their belief.  In some ways, playing LF with adults is a bit like playing D&D with really young kids.  They want to be the player AND the DM.  In LF the characters and players can change the nature of the game in overt or subtle ways.

The rules are very simple, really.  The system is a d6 dice pool based on abilities or qualities.  Monsters are built similarly to characters, though they are tougher, generally speaking.  The damage system reminds me of Mutants and Masterminds a bit and is also pretty simple.   Emphasis, though, in this game is not how many monsters you can kill, but how well you role-play the monster you nearly escaped from and lived to tell your friends about (because they have seen the same monster, but have been too afraid to tell you).  Little Fears is one of the most role-play-heavy games I have read in a very long time.  If you only like to hit things with pointy metal sticks or throw fireballs, then this might not be your game.  If the idea of playing something that is akin to "Kult Jr." or "C.J. Carella's WitchCraft Babies," then this is the game for you.

There is an overarching malaise, though, over Little Fears.  I get depressed reading it, I have to admit.  Maybe it is because I am a father and I know how those little kids feel to be afraid, alone, and powerless.  I guess the counterargument is that they are not powerless or alone, really.

The Lifespan Campaign

One idea I’ve toyed with is the Lifespan Campaign: taking characters from childhood through adolescence, young adulthood, and into older years across different horror systems. Each stage of life would utilize a different RPG: Little Fears for childhood, perhaps Dark Places & Demogorgons, Monsterhearts or Buffy for the teenage years, WitchCraft for adulthood, and Kult or Call of Cthulhu for the endgame. I love this approach because each game has a distinct “rule set” that reflects how life feels at different ages. 

Childhood is governed by Belief. Adolescence by Drama. Adulthood by Responsibility. Old age by Fragility. Or something like that. I reserve the right to tweak these ideas.

It’s a long campaign dream, but Little Fears is the perfect opening chapter.

Larina Nichols for Little Fears

Let's try out this idea. I have already established that Larina began to hear The Call of the Goddess when she was six years old. Around the same time, children have imaginary friends. In this universe, that would be the same time a Little Fears game would begin.

Little Larina and a ghost.
My name is Larina Nichols
I am a 6-year-old girl.
My birthday is October 25.

Concept: Outsider/Quiet kid

Abilities

Move: ØØOOOO 2

Fight: ØOOOOO 1

Think: ØØØOOO 3

Speak: ØØOOOO 2

Care: ØØØOOO 3

Traits

Good: I can Fight well when I am angry.

Bad: It’s hard for me to Think when I'm scared.

Virtues

Belief 7

Wits: scared ØØØØØ|ØØØOO calm

Spirit: dark ØØØØØ|ØØØØØ light (whole)

Qualities

I am the smart girl  +2
- I know words the teacher hasn't taught yet. +1
- I love books. +1

I am Curious +1

I am Brave +1

I see Scary Things -2

I don't fit in -1

I feel (Care)

fine ØØØØØØØ|OOO
sore ØØØØØØØ|OOO (-2)
bad ØØØØØØØ|OOO (-4)
cold ØØØØØØØ|OOO (-6)

My Stuff

My "Book of Monsters" +3
- "Names" monsters so they can't hurt me +1 to Armor
- Gives me advice on how to beat them +1 to Fight
- lets me talk to Monsters +1 to Speak

Pendant +2
- Glows when danger is near
- Protects me +1 to Wits

"Dragon tooth" (really some baked clay) +2
- Lucky +1
- Protects me +1 to Care

Questionnaire

My best friend is...Aurora. She is a year older.
The One Grown-up I can Trust is...Mrs. Jess, my 1st grade teacher. I think she used to be a witch.
Once I Lost...my stuffed bunny Jackson. 
He was special because...he would protect me from ghosts.

The One Place Monsters can't get me is...Dad's library. They are afraid of his books and music.
The One Thing Monsters can't touch is...my star pendant. 
I Don't Go near...basement.
Beacuse...the Shadow-girl lives there and she is not like other ghosts.

My biggest fear is...fire. 

A Little About Me
The Thing I like Least about Myself is...kids make fun of my hair and nose.
The Thing that always gets me into trouble is...when the ghosts bother me and I yell at them to stop.
When I get scared I...bite my nails. My mom hates that.

Family
I live in a one-story house with an attic and a basement that's a bit scary. With my mom (Stephanie) and my dad (Lars). I have a kitten named Cottonball who is small, white, and super fuzzy. The ghost of an old woman lives in the attic, but she is not mean and keeps the other ghosts away.

The Shadow-girl lives in the basement. She looks like a ghost, but isn't. She tells me she is going to take me and live as me. Shadow-girl will sometimes do bad things around the house, and I get blamed for it.

Goals

Short-term: I want to be braver around the older kids.

Long-term: I want to get rid of the Shadow-Girl

Secret

Knows her friend Aurora is being abused. She told a teacher, and then Aurora was gone for a long time. 

-

This is quite a good system for figuring out who your character is, or rather, was back then. There are things here I have thought about for Larina that I have never actually explored in other games; her fear of fire yes, but also how she sees ghosts all the time, and her interactions with "The Shadow-girl" a demonic presence in her early life. 

Going through this, I also decided that in a modern game, she would have been advanced a grade due to her intelligence, but was she emotionally ready? AND how does all of this affect the character I would play in Buffy, Chill, or Kult?

As a reminder that it is a weighty game with some weighty issues, I went ahead and put in Larina's secret about Aurora. Larina feels like it is her fault that Aurora was gone for so long. As mentioned above, this game challenges you to confront a range of childhood fears.

Final Thoughts

Little Fears: Nightmare Edition isn’t just “kids fight monsters.” It’s about capturing that liminal space between innocence and terror, where imagination and fear are indistinguishable. It’s a heavy game, sometimes even depressing, but it’s also brilliant in its design and focus.

While it is a game about children, it is not a game for children.  The subject matter of abuse and death can be a bit much for some adults, let alone kids.  So consider this your warning about the issues covered here. 

Little Fears might also be one of the most effective horror games I have ever played. Chill, Kult, WoD, CoC, WitchCraft are all great and I love them all, but Little Fears is different and the power structure between what you can do and what you need to do is such that it is a scary, scary game.

If you want a horror RPG that digs deeper than gore and jump scares, one that makes you feel vulnerable again, this is it. Buy it. Play it. Even if it unsettles you. Because once you’ve cracked open Little Fears, you’ll never look at butterflies (or teddy bears, or shadows) quite the same way again.

Friday, September 26, 2025

Urban Fantasy Fridays: Supernatural (Special Edition)

Supernatural RPG

 This year I have been celebrating various Fantasy RPGs and judging them on their ability to replace D&D. For October I am going to focus instead on Urban Fantasy games with Horror elements to them; something I rather love. 

This past week, instead of gaming, my son and I worked on characters. I was working on characters for my Urban Fantasy Fridays and he was doing Call of Cthulhu 7th ed. We got to talking while listening to his "D&D Classic Rock mix" when the subject came around to the Supernatural series. We both commented on how this September was the 20th anniversary of the show's premiere (September 13, 2005). We all agreed we had a lot of fun watching it. It was the last show we all watched together as a family, you know, before the kids got their own lives. Liam lamented that there was no Supernatural RPG. To which I corrected him and pulled it out.  He was pretty excited about it, to be honest. 

So we dropped the games we were working on (him CoC7, me Chill 3rd Edition) to recreate the same characters in Supernatural.

Supernatural RPG

2009. by Jamie Chambers. Published by Margaret Weiss Productions.

Supernatural: The Role Playing Game came out in 2009 from Margaret Weis Productions, back when they were adapting a lot of TV properties into RPG form. Like Smallville and Battlestar Galactica, this one used the Cortex System (the pre-Cortex Plus version). That alone puts it in a particular place in RPG history, when licensed games were less about “crunch” and more about catching the mood of the show.

I am somewhat hesitant to review this one. The big reason is that it is long out of print. You can find it on eBay for some really insane prices. The other reason is it only covers Supernatural up to Season 3; so about 20% of the show. There is a lot in the show that is not covered by these rules. Lastly, and this one is hard, it doesn't really *do* anything that other games can also do. The system itself, Cortex, is like a bastard child of Unisystem and Savage Worlds. 

The book is great looking and there is a lot here in terms of use and layout that will later be seen in the Dresden Files RPG. 

So I am taking this one out of my "Urban Fantasy Fridays" proper, but still giving it its own due by placing it in Supernatural's premiere month. 

As you’d expect, this game built for monster hunting, salt, shotguns, and a healthy dose of bad family drama. The book does a good job of introducing newcomers to the Supernatural world, but if you were watching the show back then, it was a nice way to immerse yourself in that universe at home. Characters are hunters, of course, though not necessarily Sam and Dean. You can make your own, or play with archetypes drawn right from the show. Sam, Dean, John (their dad), and Bobby (their other dad) are the only featured NPCs.

Mechanically, it’s pure Cortex: roll a couple of dice based on your traits and hope for the best, with plot points to keep the action flowing. It’s not a heavy system and fits the episodic structure of Supernatural really well, you can knock out a “case of the week” in a session or two. The downside is that it doesn’t dig too deep into campaign longevity; it’s really tuned for one-shots and short arcs rather than sprawling epics. Which is ironic given the show's eventual 15-year-long life

Looking back, the game is a time capsule. The series was still early in its run (season three), so it reflects Supernatural before it got truly cosmic. So no Crowley, no Castiel, and sadly no Rowena. That makes it more urban horror and road-trip mystery than angels, Leviathans, and end-of-the-world plots. In a way, that’s a strength, it captures the weird Americana vibe that made those early seasons fun.

It’s out of print now, and not easy to find at a reasonable price. Still, as a piece of the Cortex lineage and a reflection of Supernatural’s monster-of-the-week roots, it’s worth a look for fans. For me, it sits on the shelf next to Chill, NIGHT SHIFT, and Buffy the Vampire Slayer RPGa reminder of when urban horror TV and RPGs crossed streams in fun and exciting ways.

Supernatural RPGs


Expanding the Supernatural RPG Universe

I mentioned above Cortex in this version feels like the bastard child of Unisystem (Buffy, WitchCraft) and Savage Worlds (Rippers, etc.) so expanding the RPG options of Supernatural are fairly easy.

I even have a few posts about it already, back when this game first came out.

I have used these ideas at varying degrees to make some new characters, espeically expanding the Supernatural universe to include witches and even succubi

Each one uses a slightly different type of witchcraft/magic system, and that works fine with me. None is "perfect" as far as I am concerned, but I am sure I could craft one.

In truth if I was going to play Supernatural these days, I would just use NIGHT SHIFT

But, I'll give magic/witchcraft one last try for Supernatural/Cotrtex.

Larina "Nix" Nichols for Supernatural

Would my witch be in the Supernatural universe? I have to say honestly, not likely. Witches are generally evil or at least up to no good in Supernatural. And anything she would do in the game can already be done by the witch and future Queen of Hell, Rowena MacLeod. But hey, this is my universe.

Larina Nichols for Supernatural
Larina Nichols

Concept: Witch (Seasoned)

Attributes
Agility: d6
Strength: d4
Vitality: d6
Alertness: d12
Intelligence: d12
Willpower: d12+d2

Derived Attributes
Initiative: d6+d12
Endurance: d6+d12+d2
Life Points: 20
Resistance: d6+d6

Weapons
Knife d2
Arcane Blast d8, Range: 40 Ammo 6 (Vitality)

Skills
Animals d6, Artistry d4, Craft d6, Discipline d4 (Concentration d6), Influence d10, Knowledge d8 (Linguistics d10, Occult d10), Lore d6 (Demons d8), Perception d6 (Empathy d8, Intuition d8), Performance d4, Ranged Weapons d4, Science d6 (Social Sciences d8), Unarmed Combat d4

Traits
Allure d6
Witch d8 (Telekinesis, Arcane Blast, ESP)
Obsessed (Magic) -d2
Dark Secret (Witch) -d4

Honestly, I like this build. I need to refine the magic system further, but this will certainly suffice. I don't think she would show up on the main Supernatural series. Witches end up in a bad way when Sam and Dead are around. No, if she is going to be a "guest star," then it has to be on Wayward Sisters. Avoids her and Rowena from sharing the same scenes. The group would seek her out for occult advice, not knowing she is a witch. And in proper Supernatural fashion, she even has her own soundtrack to choose from!

I should post Rowena, but she is basically similar to this, only more powerful (as she should be). 

Doing this does make me nostalgic for the show. 

Friday, September 19, 2025

Fantasy Fridays: King Arthur Pendragon

King Arthur Pendragon (5.2)
When it comes to legendary role-playing games, few carry the mythic weight of King Arthur Pendragon. Originally created by Greg Stafford in 1985 and in 2016 published in its 5.2 edition. Chaosium owns it again and there is a new (2024) edition out.  I have not picked that one up, so I am sticking with 5.2 for now. Pendragon has always stood apart from its fantasy cousins. Where Dungeons & Dragons gave us dungeons, monsters, and treasure, Pendragon asks us to sit at the Round Table, wrestle with honor and passion, and live out the great romances and tragedies of Arthurian legend. Still, it is an epic RPG and one worth looking into.

King Arthur Pendragon (5.2)

2016. Greg Stafford.

Greg Stafford often called Pendragon his “masterpiece,” and for good reason. He poured decades of study into Arthurian myth, Malory, Chretien, the Welsh triads and built a system designed not just to simulate combat but to embody the ideals and contradictions of chivalry. Over the years, the rules have been polished but never really overhauled. The 5.2 edition (2016) is a refinement of the earlier 5th, cleaning up layout, clarifying rules, and giving new players the most accessible entry point into the game’s deep traditions. I picked up my old 2nd Edition version and it is remarkable how compatible they are with each other. 

The system is similar to Chaosium's Basic Role-playing system. So it has always been sorta-kinda compatible with Call of Cthulhu and RuneQuest, though the years and system assumptions have pushed them all away from the BRP standard. You won't be seeing Yog-Sothoth showing up in Wales anytime soon with this game. No Pendragon is for people who want to play an Arthurian game and respect the scholarship that went into this game. That is not to say there isn't magic in this game; Morgan le Fey is here after all as is Merlin, but it is not a central theme. 

The game itself is a fantasy realized epic Britain of the 5th and 6th centuries, with the style of the High Medieval Periods of the 10th to 15th centuries. You can play it as a strict Dark Ages game or a high-fantastical one, as seen in the popular King Arthur culture. You can do "Excalibur" or even the TV show "Merlin."

I am using the 5.2 version of the rules, which if you asked me, I could not tell you the difference between it and the 5.1 version save for new color art in 5.2, some reorganization, and different cover art. While I think the 5.1 art is more evocative of the game, I can't deny that the 5.2 version is extremely attractive. I have not updated to the full 2024 edition at all, but it looks attractive as well. I do have the Starter Set in PDF, though. Maybe I'll pick it up someday.

Character Creation

Instead of rolling up wandering adventurers, you take up the mantle of knights (and occasionally others) tied to lineage, land, and loyalty. The core stats are familiar, Strength, Constitution, Dexterity, Size, but where Pendragon shines are the Traits and Passions. Traits are moral-ethical pairs (Chaste/Lustful, Merciful/Cruel, etc.) that don’t just describe your knight, they drive play. Roll Merciful in the wrong moment, and your knight may act against your intentions, because that’s what stories do. Passions, like Loyalty (Lord) or Love (Family), give bonuses when invoked, but can also shatter a knight’s will if betrayed.

Character creation is as much about heritage as numbers. You’re asked: Who was your father? What did he earn? What land do you hold? Your knight isn’t a blank slate, but part of a saga. And unlike most RPGs, Pendragon expects you to play not just one knight, but their descendants across generations, carrying your family name into the twilight of Camelot. Something that obviously appeals to me.

It is assumed that players will be creating characters together to form some sort of cohesive narrative. There is a lot of freedom here and role-playing is stressed over "roll-playing."

The chapter assumes you are going to be a starting Knight, well, Squire. I am taking a different approach for my characters. 

Pendragon 5.2 and Character Sheets

Chapter Three: Family and Fatherland is notable since it details the experiences of your father and grandfather. If you are so inclined, it can be adapted to any Feudal Fantasy RPG. Just change the years to whatever makes sense in your game. 

The Pendragon Campaign

No review of Pendragon is complete without mentioning The Pendragon Campaign. First published in 1985, and then later as The Great Pendragon Campaign in 2006, this massive tome lays out a year-by-year chronicle of Arthur’s Britain, from the final days of Uther through the rise, glory, and eventual fall of Camelot. That’s over 80 years of history, adventures, and story hooks, meticulously tied to the mechanics of the game.

The brilliance of the Pendragon Campaign isn’t just its scope, but its structure. Each year has events, rumors, and opportunities for your knights (or their descendants) to shape the story. Early sessions might be about Saxon raids and border skirmishes, while later ones touch on the Grail Quest, courtly romance, and the heartbreaking dissolution of the Round Table. Players get to live through the entire legend, sometimes gloriously, sometimes tragically, but always with a sense of being part of something larger than their character sheet.

For Pendragon, the Pendragon Campaign is more than a campaign guide or adventure path, it’s the framework that shows the system’s true purpose. This isn’t a game about “beating the dungeon” or “killing the dragon.” It’s about legacy, dynasties, and the arc of myth. And its influence has quietly rippled into other games. Long campaigns like The Enemy Within for Warhammer Fantasy Roleplay (1986) or Masks of Nyarlathotep for Call of Cthulhu (1984) were the rage at this time and the Pendragon Campaign shines even among these other memorable campaigns.  Even modern campaign design in games like Pathfinder’s Adventure Paths or D&D’s hardcover campaigns can be seen as walking in the shadow of what Pendragon pioneered.

For me, the Pendragon Campaign is a reminder of what tabletop RPGs can do at their very best: give us not just a night of fun, but a saga, a shared legend that lingers long after the dice are put away.

Johan Werper and Larina Nix for Pendragon

The best way to explore a game is through the characters. Thankfully, I have two that are ready to go! Typically, Johan and Larina were never in the same games. I'd play one or the other. I mixed this up a bit with Pathfinder and had them known to each other. I figured it was an alternate universe.  

I am going to do the same here, but with the intrigue of courtly politics I might consider them as clandestine lovers. Honestly I am basing it on Liam Neeson's and Helen Mirren's roles in Excalibur. 

How does a Roman Catholic Knight from the Continent meet up with a Pagan Welsh girl? Easy, I'll just adapt their meeting in Pathfinder where Larina found the wounded Johan and healed him. He feels indebted to her, he gives her access to a world she would not have normally been allowed in. Everyone thinks she has bewitched him. 

Larina and Johan from Baldur's Gate 3

Johan Werper

I can't pick up a game like this and NOT wonder how my Knight-in-Shining-Armor Johan would work out. I had decided way back in High School that if Johan had a culture from Medieval Europe, it would be French, but living in England. Pendragon makes this easy for me since the language of the High Court would be French. I will say that he is from Brittany and traces his lineage back to Saxon invaders. 

Johan Werper II

Age: 22
Son Number: 1
Homeland: Brittany
Religion: Roman Catholic
Lord: Johan I

SIZ: 11
DEX: 14
STR: 16
CON: 11
APP: 12

Damage: 4d6
Healing Rate: 2.7
Movement: 3
Total Hit Points: 27
Unconscious: 7

Personality Traits
Chivalry Bonus: 0
Religious Bonus: 0

Chase/Lustful: 13/7
Energetic/Lazy: 12/8
Forgiving/Vengeful: 13/7
Generous/Selfish: 10/10
Honest/Deceitful: 12/8
Just/Arbitrary: 11/9
Merciful/Cruel: 13/7
Modest/Proud: 13/7
Prudent/Reckless: 10/10
Spiritual/Worldly: 10/10
Temperate/Indulgent: 13/7
Trusting/Suspicious: 10/10
Valorous/Cowardly: 15/5

Passions
Loyalty (Lord): 16
Love (Family): 17
Hospitality: 15
Honor: 15
Hate (Saxons): 10

Skills
Awareness: 5
Boating: 1
Compose: 1 
Courtesy: 4 
Dancing: 2
Faerie Lore: 1
Falconry: 3
First Aid: 10
Flirting: 3
Folklore: 3
Gaming: 3
Heraldry: 4
Hunting: 10
Intrigue: 3
Orate: 3
Play (Lute): 3
Read (Latin): 10
Recognize: 3
Religion (Roman Catholic): 10
Romance: 3
Singing: 2
Stewardship: 2
Swimming: 2
Tourney: 2

Combat Skills
Battle: 10
Horsemanship: 10

Sword: 17
Lance: 10
Spear: 6
Dagger: 5
Bow: 5

Distinctive Features
Long Blonde Hair

Glory: 1,500

Chainmail and shield
Silver arm band

Johan is a good fit for this game. I would do him as an alternate reality version and really dig deep into family events to help define who he is in this game. It would really be a lot of fun to be honest. I could even explore the family's past as part of Pagan Europe. That would have been 350+ years before this game though. Still something to think about.

Larina Nix

Of course, I had to try translating Larina into this framework. She doesn’t sit easily in Arthur’s world, but that’s half the fun. Larina as a mystical advisor? A Welsh witch standing at the edge of history? She’d never pass as a proper knight, but as an enchantress, wise woman, or secret Pagan counselor to Arthur’s court, she fits perfectly into the tension between the Christian and Pagan worlds that Pendragon thrives on. Plus, it is a theme I love to come back to time and time again: Pagans vs the rising tide of Christian conquest.

When working on Larina one of the first things I run into is how women characters are treated differently than men. Now is 100% it is emulating Arthurian legends and tales, so just like Call of Cthulhu has a Sanity system, this has different rules more men and women characters. Grated you can grab something like Pagan Shore for older versions to even things out, but I want to try this with the version in front of me. Now there is nothing in the rules saying I can't female knight, and there are examples given, but they are exceptional examples. Fine, Larina is a Pagan anyway and wouldn't be a knight. There is a "witch" detailed (such as it is) on page 179. "Witch" is only mentioned four times in the whole book. I mean I know I can grab something from say Basic Roleplaying or Advanced Sorcery, but that is not the point of Pendragon is it? Plus there is no POW score for these characters. 

Larina ferch Lars

Age: 19
Daughter Number: 1
Father: Lars Nicholson 
Homeland: Cymru
Religion: Pagan
Lord: Johan I

SIZ: 9
DEX: 10
STR: 10
CON: 16
APP: 18

Damage: 3d6
Healing Rate: 2.5
Movement: 2.5
Total Hit Points: 19
Unconscious: 4

Personality Traits
Chivalry Bonus: 0
Religious Bonus: 0

Chase/Lustful: 5/15
Energetic/Lazy: 13/7
Forgiving/Vengeful: 10/10
Generous/Selfish: 13/10
Honest/Deceitful: 13/7
Just/Arbitrary: 10/10
Merciful/Cruel: 10/10
Modest/Proud: 7/13
Prudent/Reckless: 10/10
Spiritual/Worldly: 12/8
Temperate/Indulgent: 10/10
Trusting/Suspicious: 10/10
Valorous/Cowardly: 10/10

Passions
Loyalty (Lord): 15
Love (Family): 16
Hospitality: 15
Honor: 15
Loyalty (Old Faith): 13

Skills
Awareness: 3
Chirurgery: 10
Compose: 1 
Courtesy: 5 
Dancing: 3
Faerie Lore: 10
Falconry: 2
Fashion: 2
First Aid: 15
Flirting: 11
Folklore: 4
Gaming: 3
Heraldry: 1
Industry: 5
Intrigue: 2
Orate: 3
Play (Flute): 3
Read (Ogham): 10
Recognize: 2
Religion (Pagan): 10
Romance: 2
Singing: 3
Stewardship: 5
Swimming: 1
Tourney: 1

Combat Skills
Battle: 1
Horsemanship: 3

Dagger: 5
Staff: 5

Woman's Gift
Natural Healer

Enchantments
Enchantment
Magical Healing
Glamour

Distinctive Features
Long red hair
Bright, piercing blue eyes
Larger than average nose

Glory: 1,140

There is no INT or POW stat in this flavor of BRP. So there are not really any rules to cover her proficiency with languages. Plus as Welsh pagan girl she would not really have much of chance to learn languages save via exposure. But I did roll Natural Healer for her gift, so that is her "in" to the courts, or at least how she gets noticed.

For magic, the rules are thin. I mean, with a game that has Merlin as a character an appendix on magic would be nice. I gave her "subtle" magic. So, an enchantment here, magical healing, and glamour. All things that can be explained away with deft skill. She has a knack for healing, so she augments it every now and then with some pagan magic, OR is it just her knowledge of herbs and plants? Hard to say. Likely to get her burned at the stake if it were about 1000 years later. 

I love the idea that these versions of Johan and Larina are clandestine lovers. It would add the proper tragedy to the narrative and game. Plus, it is that nice push and pull between the Pagans and Christians I love to explore.

Larina and Johan


Why Play This Instead of D&D 5e?

D&D 5e is about heroes exploring dungeons, defeating monsters, and gaining power. Pendragon is about knights struggling with ideals, navigating dynastic politics, and finding their place in the grand sweep of legend. It’s a game of story rather than loot.

  • If you want to explore chivalry, honor, and tragedy rather than XP and levels, this is your game.

  • If you’re drawn to the romantic, mythic sweep of Arthurian legend, no other RPG captures it as faithfully.

  • If you want to play not just a character, but a family across generations, Pendragon offers something unique.

In short: D&D tells us what it’s like to be an adventurer. Pendragon tells us what it’s like to live and die as part of the great legend of Arthur. 

That is not to say one game doesn't have something to offer the other. As D&D has grown, it has left its feudal medieval roots behind, if it really had any to start with. Yeah, Greyhawk cosplays as feudal lands, but really the place where D&D was always the best is in its name: Dungeons. 

The game is great. It's attention to historical detail is its strongest feature, but also its weakest one for me since I do like to have a bit of magic in my fantasy. No worries, I have a LOT of FRPGs with magic.